mtpeak2
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That was one of the options I was looking into, Steve.
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Looking forward to it.
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They're pretty busy too, so I'm sure thats not an option. (only one person tested the installation rig) It's going to be free, I just don't know the best way to do the instructions.
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Thanks Gene. David, I'm already using aim at constraints. I just wanted to know if anyone wanted the eyelids to close in the shape that the controllers formed. The other issue I had was with trying to tie the X tranlation axis of the main eye controller to the blink, after creating the lids into a different shape, it causes circularities. Jake, right now I have other things to take care of. Writing up instructions isn't one of my best things, so it my take awhile. I'm still not sure how I want to present it either.
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Kel, with the talent you have with drawing, maybe 3D Painter could be an option.
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Thanks Steve. Jake, what I mean is, after creating a shape with the eyelids, I could have them close in the shape (averaged between the upper and lower lids), instead of having them close normally (with no added shape to them). If you scrub through the clip you'll get a better idea of what I mean. It doesn't matter, I'm not changing it. Frankly, I'm tired of working on it and have no ambition to do so, so I plan on taking a break from it for awhile. How long that will be, I don't know. It doesn't really matter at this point.
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I like the inked look too. It looks great.
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Looking pretty good Mike, though the white hooves stand out. There's one spot on the front shoulder that the fur doesn't really show up well. It looks like a 5 point patch, is the normal flipped in the right direction?
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Working on anything new? Have you finished the gut rig yet?
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Pretty cool model Stian.
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I was able to get the eyelids to close correctly when using the left/right eyelid controllers and the main eyelid controller in the Y axis, but not the main controller in the X axis. There seems to be some kind of circularity problem the way I had it set up, that I can't figure out, but can be adjusted manually. I also had to add contraints to the setup, so much for expressions only (except for limits). The eyelids close in a standard position. Should I try to see if I can get them to close in the rough shape they are in? Here a test render. eyelidsTest.mov
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Thanks Steve. I have one more issue with the eyelids to work out, I'm not sure I'll be able to work it out though.
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Thanks David. I just have to work out how the blink controls work if the lids are shaped different than the norm. Of course they can be animated manually to fit together though.
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Thanks Mike. Finally found some time to work on the face rig. Added individual eyelid controls. I have a few more details to work out, but it's almost there. Next is the lip curl. eyelids.mov
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It appears you may have groomed the hair in the chor. Mark Allen used an image sequence/qt to animate the hair. You can also groom hair in a pose or action, not sure about the chor though. You can add a bone to the model and add smartskin to it and groom the hair, then you can control the hair with a bone.
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Thanks, I'll look into the knee/foot controller issue. For the left hand on the left leg, turn ON the Left IK Arm and turn OFF the Left IK leg, position the Left Hand Target on the left leg. Then constrain the the Left Hand Target to the Left Thigh_Geom bone (use a translate to and orient like consraint with compensate mode ON) and then turn the Left IK Leg back ON.
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Thanks Jake. Scaling the pupil is usually a muscle pose, it's not something that is built into a rig. Most eyes are modeled differently, so trying to rig for that is difficult. I could set it up in this model, but it probably wouldn't be part of the rig. I could set something up for a set of standardized eyes, but most people would have already modeled their own set. Thanks Michel. I'll take a look at the thumb. I think the problem has to do with the fact that I only used 2 of the 3 bones for the thumb, do to the models geometry. The face rig could be used to drive decals, but it's way over built for it. A simpler rig would be the way to go for that.
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I think the neck is a bit too long and not fat enough for a buck that size. The eyes, I think, are still a too small.
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Try removing the apostrophe (') in front of the S.
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Well I decided to release the face model with the rig. I have some of the suggestions implemented, but not all of them. There are a couple that are going to take awhile, so I figured I would let the rest of you try it out. All the controls can be rotated and some of them can be translated as well. I suggest using the arrow keys for translation, the controls are very sensative. Comments and suggestions welcome. v13_AM_Face2.zip
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Here's the rerig of Michel's model.
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I found a few problems with the installer, but I think I got it worked out. The problem was the position of the balance setup, which no one pobably uses anyway, but I wanted to keep it in the rig. I did another test install and things seem to be in order, I used Michel's robot model for the test. I want to give it a quick once over and I'll post the model. Hopefully, I'll be posting the installer soon, just need to write up some instructions. As for the face rig, I had a few suggestions for it from the testers, so I've been trying to add a few things. I'll try to post an example model as soon as I can.